I have been thinking how to create realistic sound for a car. The main sound is the engine, then all kind of wind, road and suspension sounds.
Are there any open source projects for the engine sound ...

My friend and I are finishing up our first game right now and I have just discovered that even though he can make some decent music tracks, he has no idea how to make a sound effect. An explosion, for ...

Sound and it's quality is something like religion. Never ending story.
People will say, that MP3 320kbps is lossless, while experts will say that any MP3 is crap, but in the end, no one will hear a ...

Is there a need in the community for affordable game-focused sound effect packs? I am considering putting together some effects specifically geared toward games and indie developers that desire to get ...

I'm trying to think of sounds that will help convey the time of day and weather condition. I'm not even sure of all the weather conditions I would consider, and some are obvious. Like if it's raining, ...

I'm creating a RPG/RTS game in Unity. There are a lot of characters and potentially a lot of different environments. I'm fairly confident with the coding part (so this question isn't really tied to ...

So I was thinking about how monolithic my classes get a lot of the time. For example, in the Character class's Jump method, one may have a reference to a sound effect object and play that. By itself ...

In a split screen multiplayer game, sound events may be heard by more than one player, and they might sound different to each player.
For example, player one might hear the sound of the car they're ...

I've been very interested in the last few months about getting in to audio programming (I'm from a musical background). I've been a .NET developer for two years and have also done some objective c for ...

Let's take a situation where you have an RPG with spells and each spell animations have a different number of frames and they have very different requirements for sound effects. Let's assume that each ...

In my 2D game, I have some ambient sounds like the noise of a waterfall or the humming of a generator. However, it is not practical to play these sound all the time at full volume as in a large level ...

I'm working on an engine for a retro-style game in C. I'm looking for a sound library that would produce chip sounds from code...I want to make my own simple chiptune tracker for the engine to create ...

Specifically iPhone/iTouch, Droids, and the new Windows Phone 7? I don't know how to quantify this, or if any research has been done. I am wondering how important the music is to the gaming and what % ...

When I was a kid, everything had a speech synthesizer in it, more or less. A couple years back I started to wonder where the technology is going after all these years, and after some research found ...

Many sound effects have a dominant frequency, especially for artificial sounds (UI, "powerups") and short effects that get repeated (machine guns). Whether by design or accident, these sound effects ...

There are a few sound effects in my game that sound a bit piercing over earbuds but OK when played through the iPhone speaker. Also sound levels seem lower on older hardware. Is there some objective ...

I'm currently working on a 2D top-down survival game and I'm trying to figure out a good method for enemies to detect player sounds. For instance - if the player fires his gun it should play a sound ...

I've been searching for an answer forever, but I haven't found one. What options are there for lip sync/facial expressions in video games made with XNA? I have a few models for a game I'm building, ...

I am a singer/songwriter/instrumentalist, as well as a video game lover. I have some basis in informatics but I have spent 1000x the time on music in comparison with programming. I came to think that ...

I am a firm believer in using voice over (VO) only for necessary elements such as game narrative, and here and there to drive game play (e.g. instructions coming in over intercom, that sort of stuff). ...